Once I finally competed the extremely lengthy download, I was whisked into The Zone and I eagerly strapped in to see what 17 years hath wrought.
The first hour was magical: Beautifully tragic landscapes, uncanny and imaginative anomalies, deeply immersive sound design. I was rapt as I cautiously made my way forward from the starting point, taking my time to carefully inspect every room, every corridor, to look in every nook and cranny and think about what I was doing and where I was. Is this place safe? Do I have my exits covered? What direction am I likely to be attacked from? Do I have an escape route?
Then I got to the first scripted encounter, then the second, then the third, and I realized: none of that stuff matters.
The encounter design is a throwback to Doom's 1993 monster closets but even cheesier, because the mutants just... appear! Usually right next to you, or behind you, or on top of you. No amount of careful planning or cautious exploration can help you because the monsters pop into existence from nowhere, once you've picked up the item or opened the door or crossed the invisible trigger line.
Now you're in combat, which has a whole host of other problems that you can read about at length elsewhere, but my top problems are twofold: creatures that were jump-scare glass cannons in the previous games are now heavily armored bullet-sponges & the stamina requirements for movement and melee combat are stupendously taxing which makes operating with a low ammo supply practically nonviable.
I'm just a person on the internet, but I do have over 2000 hours logged in the previous games of the series, all on Master difficulty, so my opinions come from a place long- and strongly-forged. This game needs at least 6 months to a year more of dev work and playtesting on economy, balance, A-Life, balance, scripted encounters, and balancing.
But then again, playing a S.T.A.L.K.E.R. game in pure vanilla was always thus.
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